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CompletedNCT06037772Updated Sep 14, 2023

The Effect of Digital Game Use in Teaching Subcutaneous Injection Administration Skills to Nursing Students

An interventional study of subcutaneous injection administration game and control group in Nursing Education, sponsored by Bezmialem Vakif University. Completed at 1 site in Turkey. Open to participants aged 18 Years to 24 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2023-09-14.

Sponsored by Bezmialem Vakif University · Not applicable, Interventional, and Health services research

From the registry’s dates

  • Registered 4 months after the study started (first participant enrolled Apr 2023, registered Aug 2023).
Phase
Not applicable
Study type
Interventional
Enrollment
68
Allocation
Randomized
Ages
18 Years to 24 Years
Sex
All
01

Study summary

The goal of this to determine the effect of a digital game-based application on learning satisfaction and self-confidence in the acquisition of subcutaneous drug administration skills by nursing students.

The research hypotheses it aims to answer are:

  • Hypothesis 1: The subcutaneous injection knowledge level of the students who are educated with the digital game method is higher than the students who receive the traditional education.
  • Hypothesis 2: The subcutaneous injection skill test scores of the students who were educated with the digital game method were higher than the students who received the traditional education.
  • Hypothesis 3: The satisfaction and self-confidence level of the students who are educated with the digital game method towards subcutaneous injection is higher than the students who receive the traditional education.
Read the detailed description

In studies on the use of digital games in nursing education; Students value instant feedback, visuals and experiential learning, the game developed to improve their decision-making and reasoning skills is extremely useful, useful and enjoyable, from nursing students to those with no previous operating room experience. It has been stated that when the application is made with a game-like simulation, the information is more permanent, they behave more collaboratively, and they experience less fear. The study was planned in a randomized controlled experimental design with pretest-posttest, experimental and control groups.

02

Conditions studied

  • Nursing Education

Keywords

  • learning satisfaction
  • self-confidence
  • digital game
  • nursing students
03

In context

Lead sponsor

Bezmialem Vakif University is the lead sponsor of 345 studies on the registry; 58 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 24 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • Volunteering to participate in the research
  • Being a 1st year nursing student

Exclusion criteria

Exclusion Criteria:

  • Previous training in subcutaneous application skills
05

Study design

Phase
Not applicable
Primary purpose
Health services research
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Investigator)
Enrollment
68 participants (actual)

Study arms

  • Experimental
    Subcutaneous injection practice game

    After the subcutaneous injection was explained to the experimental group, the digital game developed for subcutaneous injection was explained and they were allowed to play the game for a week. Afterwards, the experimental group was shown the subcutaneous injection application on a low-reality model of the abdomen, and the students were allowed to practice the skill.

    Other: subcutaneous injection administration game · Other: control group

  • Active comparator
    Traditional education

    The students in the control group were given the traditional education method (subcutaneous injection application on a low-reality abdominal model after the completion of the theoretical course on the subject of subcutaneous injection).

    Other: control group

Interventions

  • Othersubcutaneous injection administration game

    The subcutaneous injection practice game was developed to examine nursing students' injection practice skills and its effect on their satisfaction with learning.

  • Othercontrol group

    only

06

What researchers measure

Primary outcomes

  1. Digital game method and subcutaneous injection knowledge level-pre-test

    The level of knowledge about subcutaneous injection was measured by the "Subcutaneous Injection Knowledge Test", which was prepared by the researchers in line with the literature and submitted to expert opinion and whose Content Validity was calculated. The subcutaneous injection knowledge test is a multiple choice test consisting of 25 questions. The scores obtained from the test will not be classified according to the level of achievement, the averages of the achievement scores of the groups were compared.

    Time frame: "1 week"

  2. Digital game and subcutaneous injection skill level

    Subcutaneous injection skill level was measured with the "Subcutaneous Heparin Injection Administration Skill Checklist", which was prepared by the researchers in line with the literature and submitted to expert opinion and whose Content Validity was calculated. There are 33 items in the Subcutaneous Heparin Injection Administration Skill Checklist. Each item consists of three points as "adequate", "developmental" and "inadequate", respectively. The scores of these degrees are "2", "1", "0", respectively. The highest score that can be obtained from the test is "66" and the lowest score is "0".

    Time frame: "2 week"

  3. Level of satisfaction and self-confidence in digital gaming and learning

    Students' satisfaction and self-confidence levels were measured with the Turkish validity and reliability study "Learning Satisfaction and Confidence in Learning Scale". The scale consists of "13" items and the 13th item of the scale is reverse coded. Each item was scored on a five-point Likert scale between "strongly disagree-strongly agree". The lowest score that can be obtained from the scale is 13, and the highest score is 65.

    Time frame: "2 week"

Secondary outcomes

  1. Digital game method and subcutaneous injection knowledge level-post-test

    The level of knowledge about subcutaneous injection was measured by the "Subcutaneous Injection Knowledge Test", which was prepared by the researchers in accordance with the literature and presented to the expert opinion and whose Content Validity was calculated. The subcutaneous injection knowledge test is a multiple choice test consisting of 25 questions. The post-test was administered to both groups 2 weeks after all the interventions. The scores obtained from the test will not be classified according to the level of success, the averages of the groups' achievement scores will be compared.

    Time frame: "4 week"

07

Study locations

1 site
  • Burcu Demircan
    Istanbul, 34093, Turkey
08

References and documents

Study documents

  • Informed consent form · Jun 1, 2022

Documents are hosted by the registry — open the source record to download them.

Individual participant data

Plan to share: No — Since the study phases have not yet been completed and the thesis process is ongoing, the data is not suitable for sharing.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Sep 14, 2023, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT06037772
Lead sponsor
Bezmialem Vakif University
Responsible party
Burcu Demircan (Lecturer, Bezmialem Vakif University) — Principal investigator
First posted
Sep 14, 2023
Start date
Apr 27, 2023
Primary completion
May 25, 2023
Completion
Aug 30, 2023
Last update
Sep 14, 2023

Study contacts

Hatice Kaya, Professor
study director · İstanbul University-Cerrahpasa

Oversight

Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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This study is completed, as verified in Sep 2023. You cannot join it, but the record below documents what was studied.

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